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time a pair of short articles gave our R&D menthe jolt necessilry to get them busy. In the IFWMonthly of December, 1968, there appeared ashort "Space Filler" authored by the magazine'seditor, Phil Pritchard. He discusm the desir·ability of selecting various types of offenses anddefenses in battle games. In the next issue of themagazine (January, 19691 an article entitled "TheSelective Offense/Defense Combat Results Table"written by Gyga>e brought an immediate responsefrom our own btaintnJst.. The attaclts and (Ie.

le~ offered in the article were:

"1. Prior to attacking, Attacker numbers hisbattles and indicates what kind of of­fenw he plans:A. Holding attack (more likely to en­-,B. Probe (more likely to be A-Back Of

Contact)C. Rapid penetralion (more likely to be

DB - AA)0, Escalating assault (more likely to be

o Elim)2. At the same time as Attacker tells De·

fender the way the battles will be fought(series), he numbers his defense andindicates if it will be:A. Fighting withdrawal (more likely to

be DB a low No. of squares)B. Aggressive (more likely to film Of

throw back. weak attacks]C. In depth (likely to slow a rapid

penetration)0, Hold at all COSts (stay or die)"

This envisioned seve<ral tables - one for eachdefense. Like the CRT in Kriegspiel, the "Selec·tive 010 CRT" was meant to show differingresults for differing attacks, but with two differ·ences, The odds would run from 1-8 to 7·1, andthe table would contain both Contact and En·gaged results as well as advances and retreats

differing with the type of offense and defense,We felt, however, that the system was toocomplex and unwieldy for what we had in mind.

Soon thereafter a less complex Malrix Tablewas devised offering 4 Attack options and 7Defensive options. This table was immediatelysent OUI 10 members of the hard core fralernityfor use in some of the current convnercilll gamessuch as Stalingrad, Afrika Korps and Bliukrieg.(At this point the Kriegspiel game was still verymuch in the embryonic stage.)

Results of the Matrill. test were tremendouslyencouraging, yet it was felt by the majority thatit still contained too many variables within eachodds category and as such reduced itself tonothing more than a guessing game.

We wanted it to be more than a guessinggame especially if it was to offer great appeal tothe general public. So back 10 Ihe drawing boardswe went; and after many trial and error periodsdeveloped the gem that is Ihe first truly innow­tive design cancepl that AH has come up with inyear1i. Only lime will tell whether or not it is tobe a candidate for the Game Design Hall ofFarne.

This episode also serves to point OUt that

pany sized units which fought on the easternfront in World War II.

Mo..e than a dozen diffe..ent scenarios arc:provided, each of whidl will allow you tore-create a completely new game-situation inwhich to exercise your skill as an armor techni­cian.

As von Runstedt might say, ')'ou l'iIl buy zissgame und you ,"ill enelroy iI... We think that youwill buy it mainly because there is no olherAvalon Hill game like it, Prior military knowledgeand experience is not required to play Panzerblitz- just common sense, clear thinking, a competi·tive spirit, and around nine dol1al'5.

Do nOI send us any order. We advise you towait for it 10 arrive al your local game outlet.Believe us; you'll get it quicker this way. Besides,Il.'e'd ralher send you our glorious brochure on itwhe..e well have an opponunity to explaincompletely and in greal detail aClually what youwill be getting for your money. Fair enuff ...

While it might not be ve<ry significant a statisticto wargame fanatics, mass·market game desigRenwould be interested in knowing that FootballStrategy has the highest "Friend's Recommenda·tion" percentage of any Avalon Hill game. At31%, this means that approximately I out ofevery 3 games was purchased on the say·so ofsomeone else. But what does this have to dO withwargamers?

Spedfically this. With Kriegspiel, Avalon Hillset OUI to uack the mass·market with a wargamelor all - and we're happy to report that wemight have succeeded, In a review of the game bysa.T Magazine, they hit the nail on the head instating, " ... the real sales target was the guy wtlogets all hot and bothered when he sits down to arousing game of Monopoly or Suabble ... nowbefore you shrlJoQ and lQJuer sornelhing abouthuckster1i, remember that the hard core canbenefit from the spread of wargames among theunwashed. The more widely and deeply thishobby sinks its roots, the more good thingsbecome available for us."

So what Avalon Hill had to do was to design awargame simple enough to capture the fancy ofthe "unwashed" yet sophisticated enough to getthem coming back for more. Color Kriegspiel"Pot."

The implementatioo of such a design cooeeptquite obviously required a simplification overhaulof most of the usulli Avaloo Hill pilly-methodsthat Mve proven too complex for the ~lpublic.

This is where Football Strategy got into theact. For it is the matrill. system that ~ madethis game so popular from a design COr'lcept.Quite obviously, if it works so well in a sponsgame why shouldn't it be equally successful in awargame?

But Avalon Hill might still be sitting on theirduffs wondering eXllCtly how to implement theidea in a wargame had it not been for one GaryGYQ8x.

Here's how it all came about: once upon a

PAGE 2

IIPart 23

The Matrix Matrimony

PhilosophyIAvalon Hill

COO.,"" '~10 Tho "'01"" H'" ""moo,,.ao";mo,". "' ..,'.... , ~"",... In USA

• • • • •"""""~"'\o""11The AVAWN HILL ~~~a".l

.. "'osing IIf!f1rure published bi-monrhfypte/ty dose to tht! fifft dlly of JiNlUary.Mardi, May, July, ~pt«ntwr, MId NOIIf!fTI­

'-.TM Generol is edited tmd published by

The Avalon Hill CompMy almost solely forthe cultural edilici/lion of the serious fFlmeIIficionado. If also helps sell our merchan·dise, too.

Articles from sub$cribers are consideredfor publication at the whim and fancy ofmembers of our erudite editorial staff Bndcompany baseball team. To merit considera·tion, articles must be typewritten doubfe­spaad and not exeHd UXJO words. Ac­companying examples Bt:KJ dillgnmS must bednwm in black or red ink. P6Yment for-ecepted articJe:f i$ made lCCOfding to thedictiltef of the IIOring subscribetf.

A full-year subscriptioo COSt$ $4.98 {owr·_ subscribers Mid $6.00 to eoO'er airmail.18«1< iswes cost St,OO eBCh: out-of-stoe*issues are Vol. 1. No·s. 1,2,3,4,6; Vol. 3,No. I: Vol. 4, No.4.

Printing - oh . .. soJY 17JXJO give or takea few thousand.

To 'Beilirate correspondence, we suggestthaI all envelopes ro Avalon Hill be markedin the lower lefr·h;md comer M fol/olM:

Purchases of The General: SubseriptiOr'lDept.

Purchl/lSe$ of games. play·by-mai/ kiu, andgame paru: Order Dept.

Questions concerning pI~: Research &~gn Dept.

Articles for publication: Editor·in.chief.Requesu for Brochures: Advertising Dept.Requesu for Pam Lists: Parts Dept.L,tters ro the Editor: Editor·in.chief.Miscellany: Marketing Dept.

... 18 months for is just around the proverbialpublication corner. That will be Panzerblitz - tobe available for public consumption sometimearound October, or November, or at least byChristmas.

In facl, wc may wait until the snowiest day inDecember to release it as a way to dramatize thefact that Panzerblitz is a Russian theatre,tactical·level, armored warfare game,

Battles will take place on realistic geomorphicmapboords (this means thaI you'll gel thret' largemapboord that can be joined in a variety of ways.just like in Kreigspiel) rc:producing about twentysquare miles of typical Russian terrain.

The Troop Counten - all 352 of them - arc:accunte symboliz.iltions of the platoon and com-

What YouHave Been Waiting

COVER STORY

THE GENERAL

PAGE 3 THE GENERAL

8y T. A. Brown

Game Theory,

Attrition, & the

Kriegspiel Battle Tables

"tt;aelr.1". Il<f.nd1ns JI,Otti. v-t .... to Att;aekotrl Opt. Stnu" Def.nd.... Op<'-1 ttt.tl/lJrptC! [pre. Odd. AElI"ke' En..... "...ult 1UtI • I , ,

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mllliH ." .n .n , , .n .n ,

I,a.a I-> • ." ." • • ." • ."> H • • , • • • , ,• '1'\ • H -t 33 • ." " • • ." "a,8,a,8 .. . H t.60 ... ... • • ... ~ •• • H -, " ." .. .. ." " ... •I • H -, , • • • • • ,',' • H -, , , • • • • ,',1 > H " ." ." " ." ." ." •',1 > H -, n ... .n • , ... ." •<,<

m!H -3.)3 ." ." ." , ." ." .">,> H ~., "

, ." ." , , ."1,8,1 H -1.38 ." .~ • ," ... ,

<,>:~

H -, , , • , , , ,<,0 H , ." ." , , ." ." ,1,0

:~IH ." ." ." , • ." ." ,

8,a,4 ,.., • ." .>4 , • ." , .>4>,' mllll H -, " ." , • • , •0,0 H -'-' .n • ... .n , • ...a,a,8 H • " ." • • " ." •IIOt.. , ,., Doubltd (e.I., ln eity, '"""n""l .... bahind ,Ivn).,» S"t~oundid (10 aturopt l:<l t ..tut "","," ''1)-211.. '').

One of the many appc:3ling features of Krieg­spiel is the new Battle Table, which resolvescombat with a malrix game in place of the roll ofa die. The theory of matrix games is explainedvery !limply in J. D, Williams', "The CompleteStrateiYst." (McGraw-Hill, 1954), and in moredepth in M. Dresher's, ''Games of Strategy:Theory and Applications" (Prentice-Hall, 1961).In Ihis article we shall apply this theory toana lYle ballies in which both sides are primarilyinterested in the difference between their lossesand those of the enemy: in the relative altrilKln.Of course. in actual plays of Kriegspiel IhCTe aremany Olher factors which affect the players'decisions in a particular combat: Capturing a cily,

there eould be any number of outstanding, usablefleW concepts floating around just waiting to be"discovered" under happenstances similar to thematrho: story.

Putting to use such "discoveries" has beenone of the major benefin of organizatiom wen asthe IFW of which Gary Gygax ~ a long·nandingmember, Spartan International, St. John's UMSC, and Poultron Press. These OfljiInizations arewell equipped and geared to consolidate bin andpieces of design ideM Into amateur wargames oftheir own. Among the many respe<:ted gamesdeveloped within the ranks of the IFW is "Fightin the Skys" which has been displayed annuallyat the Lake GenllVa Conventions becoming anintregral part of their toumament programs.Other amateur de$igns are so numerous that itwould be difficult to name an historical areawound which no one has designed a pas$ilblegame. There is certainly no shonage of qualifiedwargame de$igners.. Many $UCh games, of course,follow traditional patterns of de$ign. A lew dOll't.And it is these desigl1$ that have formed the basisof PoullTon Press' (publisher of S8cT Magazine)Test Series Games. Residenl designers James F.Ounl1igan al1d RedmOl1d Simonsen, along with ahost of qualified staff editors, are quite adopt atmolding fragments of outstanding design ideasinto games that are fresh and original. Nat all oftheir games make it. But those that do are oftengerminated by amateurs who submit their ownideas at random.

As Gvgax re<:ently pointed out, ·'the nexttime you and your friends are discussirog wargameideas, make a note of the ooveI ones; who knowswhat will develop. Your notion about im~oving

wargaming may be just the innovation a gamepublisher is lookil1g for."

The Matrix matrimony has certainly provedthis point for Avalon Hill.

annihilating special forces and airbome unilS,CUlling a line of communication, capturing a keyposition, and speeding up or retard ina the pace ofcombat may all affect a player's decision in aparticular combat. Indeed, the game would quick­ly lose interest if optimal play could be reduced10 a mathematical formula. Nevertheless, seriousplayers should be interested in what constitutesoplimal play in single ballles from the standpointof anrition only.

Let us suppose that an armored division (com­bal factor 8) attacks an infantry division (combatfactor 4) in the open. If "D-Elim" results thenthe anacker loses nothing and the defender loses4 factors. so the net Itain 10 the attacker is +4. If"A-Elim. D-Elim" results, the net gain to theattacker is -4; and so on. The net gains may betabulaled as follow$:

Engage AS$3ult BlitzA. Abandon Position 0 0 ...B. Withdraw 0 ... 4C. Standfast ... 4 ..D. Hold-at-alkosts ... 4 ...

It is dear that the defender in $Uch a bailIe5hould never "Hold-at-alI<O$ts" - since "Stand­fMC' is as good or beller regardless of what theallacter does.. If the defender "Abandons Posi­tion" % of the time, "Withdraws" \oi of the time,and "Stands East" % of the time, then theexpected net gain to the al1acker will be -I,regardless of what he does. That is, in a series ofone hundred such battles, the attacker will. onthe average, lose one hundred more combatfactors than does the defender. On lhe otherhand, ir the attacker "Engages" with probability%. "Assaults" with probability \oi, and "Blit1e5"with prQbability %. then the expecled net gain tothe attacker will be -I, regardless of what thedefender does.. Thus -I is called the "value of Ihegame" to the attacker. If both players follow theoptimal strat~iCli (which are unique, by the way)then the attacker will. on the average, lose onemore combat factor than the defender for eachsuch battle fought.

The calculation of values and optimal strategiesdepends on the forces engaged and whether ornot the defense faclors are doubled. Such calcula­tions are not always easy. Therefore Kriegspielel"$who wish to use the concepts of pme theory informulating their war·plans should fmd the ac­companying table of values and optimal strategies

for various typical encounters quite useful Theoptimal stnteaies are, in most CISeS, not unique.For example. if lwo infantry divisions attack asingle infantry division in the open, any strategywhich gives equal probabilities to "Assault" and"Blitz" is optimal.

Readers wllo detect eITOIS in the table, or whohave specific questions about lile application ofgame theory to Kricsspiel, should write me cloOperations Research Branch, Land Combat Divi­sion, Fleet Air Arm, 4359 CamelJo Road. Wood­land Hills, California 91364.

THE GENERAL PAGE 4

Minor Country AlliancesA New Look

by Henry Gale and Geoff K. Burkman

Introduction

Are your Blitzkrieg games becoming all thesame? Have you tried some minor country rulesto spark the game up? If not, you're missingsomething you shouldn't. Our minor countryvariant rules will guarantee that each of yourBlitzkrieg games will be unique and exciting.

All you need for units are the sllggesled minorcountry forces (Vol. 2. Issue 6 of the General)and an additional IS armor factoTS and 10infantry, purple in color. Twelve cards are usedto detennine the aliianl:C system in each game.The cards arc:

Procedure

The minor country armies are now set up. Usecards 1-5 and deal two to Red and two to Blue.Roll a die to see who gets the last card. Eachplayer then sets up the annies of the countries hehas drawn in any manner he desires, with twoexceptions. A[l aircraft must have garrisons withthem, and all roads to a gn:at power must becovered.

Cards 1-5 are returned to the pack and allcards are shuffled. Each player draws two cards.A player may look at his own cards but notthose of the other playcr. The game now begins.

As soon as a major power invades a minorcountry, the alliance systcm must be determined.This invading player becomes the First Attacker(in reference to card 9). He must complete hisentire tum bcfore the alliances are determined.At this point all cards are exposed and theinstructions are followed (see Alliance Resolu­tion). Beginning with his immediate turn, theother player may move all units of the invadedminor country and all its allies. The army and airforce of a minor country may not evacuate thecountry until all but one city has been capturedby the invader. No evacuation is allowed whenthe entire country has been captured in one !Urn.As long as minor country units remain in theirhomcland, they are automatically supplied, butonce they leave, they count against the supply ofthe major power they are allied with.

that min0r country are still on the board) thealliance bloc with that particular minor countryreceives 2 extra replacement factors per tum,These factors must be taken out in the minorcountry if possible; otherwise they arrive at theallied major power's capital. These replacementsmay only be infantry, armor, or tactical bombers.If the country allied with Powerful Purple has allits cities captured on the first invasion tum,Purple breaks the alliance and sends no troops atall, [f the country allied with the minor countryin question invades. that country immediatelyallies itself with the other major power. andPtlrple is allied with it. In this case, invasion isdefined as willfully attacking and destroying atlnit of that minor country.

Card I I means that some minor countrypossesses an earth·destroying doomsday machine.[f all the cities of that COtlntry are captured byenemy troops, the game ends in a draw (yahh,hah ... wasted your time). When the card isrevealed, the die must be rolled to determinewhether or not the location of the doomsdaymachine is to be known. Odd it is, even it isn't,If it is, roll the die in the normal manner todetennine which country is the tic-maker. If not,use cards 1-5 and set one aside secretly and keepthe others hidden. Each time a country issubdued, a third player will announce if it is thedoomsday machine's owner. Added variation: atthe end of his turn, each player rolls the die: aroll of 5 or 6 indicates that the player may lookat the card revealing the doomsday country. Ifthe doomsday country is revealed (odd die roll),it is automatically allied with no one. If not,well, guess a little!

Two dice are rolled for card 12; the resultsdetermine two countries automatically againsteach other. This card cancels all alliances thecountries may have thru other cards. The ani·ances must be worked out so that the twooppose each other. Note that if the die comes upthe same, the hate pact is off

Sample Alliance SystemI) Cards drawn: by B[ue - 4 and 7, by Red­

6andlJ.2) Blue invades Yellow, totally conquering it

in one turn. Evacuation has thus been prevented,3) The alliances are determined. A 2 is rolled

for card 4, a 2 and a 4 for card 6, a I, 2, and a4for card 7, and a [ for card I I. Card 4 thereforeallies Green with Yellow. Card 6 allies White withYellow. Card 7 coincidentally results in the samenet effect, a Green-Yellow-White alliance. An odddie roll calls for the doomsday country to berevealed, a following roll indicates that Brown hasit.

4) Final results pit a Red-Green-Yellow-Whiteentente against Blue by itself, with Brown andBlack neutral. Yellow has been overwhelmed, butB[ue is still in trouble. Because of Brown's role asthe doomsday country, the battle must take placein either Green or the Koufax Desert. In thisgame, Blue will probably lose.

Conclusion

These mles will definitely liven up your Blitz·krieg games a lot. They are not meant to beabsolute, as you should vary them to suit yourown taste. We feel that they help present a newconcept designed to radically alter the naturalstaleness of Blitzkrieg. Commcnts to: Henry Gale,408 Miami. Terrace Park, Ohio 45174, or to:Geoff K, Burkman, 715 Myrtle, Terrace Park,Ohio 45174.

-

4) White5) Brown6) Roll over

I) Green2) Yellow3) Black

If it turns out that a country is allied with itself,it is considered that the card was cancelled.

Two dice are rolled for card 6 and three forcard 7. With these cards, the dice must continueto be rolled until two (or three, as the case maybe) different countries have been detennined.

Card 8 calls for one die to be rolled. First thedie is rolled to detennine which minor country isthe satellite, and then again to determine themajor power (odd is Blue, even is Red) con·trolling it. The satellite nation dissolves at onceall other alliances created by the cards, and alliesitself with the indicated major power and allother allies of that power.

The die is rolled for card 9 to determine whichminor country immediately allies itself with thefirst major power to invade another minor coun­try. This card has no effect if the First Attackerinvaded the minor country in question or any ofits allies.

When the country allied with Powerful Purple(card [0) is invaded by one major power or theother, it receives at the beginning of its next tum15 armor factors in any controlled port city in itsborders (Brown receives them in any city). Onthe next tum, the country gets 10 infantryfactors in any of its cities under control. Fromthen until the end of the game (provided units of

Minor country units may not participate ininvasions, although they may be shipped fromport to porI. Nor may more than 2 factors of aminor country be airtransported in anyone !Urn.This transport rate is part of the normal 12factors per tum rate allowed, it is not extracapability. Minor country units may not invadeanother minor country without the support of amajor power. The major power's land units mustoutnumber the minor country's units in a ratio ofat !east 5- [.

Once transferred to major country bases (anybase outside of the minor country in question),the air units of a minor country must beaccompanied by major power aircraft on allmissions, including fighter interception roles.When any "integrated" mission suffers losses, theminor COtlntry aircraft must be removed firs!.Minor country air units may not carry ntlclearweapons. Except when only one city in a minorcountry is left, the aircraft of that country mustfly from and return to their own cities, Remem­ber, aircraft may be evacuated Only when onecity is left in the hands of friendly forces.

Alliancc ResolutionThe die is rolled once for each card 1-5 picked.

The following table is used to determine whogoes with who:

READS:Yellow has an allyWhite has an allyBlack has an allyGreen has an allyBrown has an allyTwo minor countries are allied'Three minor countries form a

Triple-EntenteA minor country is a satelliteA minor country allies itself

with the First AttackerA minor country is allied with

Powerful PurpleA minor country has a dooms­

day machineTwo minor countries have a

Hate Pact

89

II

12

10

CARD:

I2]

4567

PAGE 5 THE GENERAL

by H.C. RObinette

Balogna

Here is the ~lIicd strategy to use which willhelp you win the basic Anlio pme despite thecombat·re$Ults table. AllhoUJ,h il was designed forthe spe.;ific German defense U5ed here, iU prin­ciples are easily adaptable 10 other defenses.

The following is the best German firsHumset-up I've been able 10 devise with the attacks 10U9: against it. All the defense facton gi"cn are","0

. .•• 3-1

The main allack in the early turns shouldcome on the west coast. If you had a successfulfirst turn, the German should be low on unitsyour second turn. You should be able to routehim from the three hills north of Lago diBracciano. Once these have fallen the Germanmust retreat 10 the Ombrone or face a disastrouswar of aUrition. Sometimes it is even possible tobreak the Ombrone without a baltle if theGerman doesn't have enou&h units to cover 8-35.

After the German has been driven to the Arno,it becomes necessary to shift Ihe attack eastwardalong roules 67 and 10 with the obje<;:tive beinathe capture of Bologna.

Oncc Bologna is in allied hands, you shouldstrive to protect it by taking the mounbins tothe west and by extending your control of the PoValley all the way to the north edge.

Use 2-1 and better attacks in key locations asmuch as poWble. You should have at least twoof these allacks per tum or your offense maybog down after a bad roll.

The last time I used this strategy my opponentsurrendered after three turns. Please let me knowhow this worb for you.

It C. Robinette212 Lakeriew DriveOtatsworth, Georgia 30105

Of these altaoo the ones al £.46 and U41 arethe most crucial; these two attacks can decide theoutcome of the next Ihn-e tum$. A l-squallladvance at E-46 will break the Tevcre defenselinc and cut the important road center of Rome.A 2-4 square adVllJlCe at U-41 can cuI orr theGermans at 5-43. break the Pc:scanl., and evenseize the high ground north of the Pescara.

The other attacks are intended 10 encircle oreliminate as many Gennan uniU as possible whilethe favorable surprise table is in effect.

1lJe basic strategy, then, is to drive as farnorth as possible by breakinr; the German line atits northem-most point. This can be accomplishedin the fIrst few turns by itrong attacks on theGerman's flanks.

I recommend placing enoush units on the eastcoast to be able to allack a doubkd four at 3.1and a doubled 3 at 4-1. This should break anyriver line and force the German to commit moreunits to that flank.

or Bust

I-I

'-I

Attack

I-II-I

'-I'-I

Defense Factors

..... 13 ...,­34 ... surrounded4,,54

Square

E-46 ...G-46 __

H-48 ...K-S1.M-49 ..041 ...'>45543lJ-41 .....•.

by Richard D. Thurston

Anzio PBM Without TearsIt is, by now, obvious to all readers of the

wargaming press that the ANZIO PBM systemwas designed by either a small, artistic gnome orby one of those industrious eccentrics who oncedevoted a lifetime to cJJiI'aving the Bible on apinhead. To put it bluntly, it is a disaster. To fIllout the AH Operations Shect requires the pati­ence of Job, the talents of a microengraver andan assortment of coloured pencils and pens thatwould stock an art store for years, This is forGame I. Game III wilh Second Combat, Auto­matic Victory, etc" is a short course in schi20­phrenia.

This is most unfortunate, since ANZIO is anexcellent game, and I am afraid that sales arebound to slump as a result of the complaintswhich are rising from every quarter. For some­body like myself, who does 95% of his wargam­iog by mail, this means not buyiJli the game. Iwould certainly nOI have bought it if I hadknown what PBM would be like.

Happily, there is a way to PBM An:tio withoutlosing your mind. I have developed a system thateliminates all the difficulties of the AH systemwithout adding any new ones. There are threebasic clements to the system:

First. and most important, is the Unit Designa­tor Code system. I have taken each counter thatappears in any of Ihe game versions and as5i&nedit a code number. This number has three parts:

1. The Army designation: A '" American orU5-ConlrOlled. (This includes US. French andBrazilian units, all of which were Oper.lfil\l underUS command). B .. British Controlled, (fhisincludes all other Allied units. all of which wereunder Brilish control at the time.) G .. Germanunit$; I "" Italian.

2. Unit Number: I have aTTal\&Cd all units ineach Anny in sequence, (I used the relative

strengths and organizational $tructun:. but that isnot importan!.) The vital element is thaI eachunit has its own unique number within its army.

3. Strength: This is critical when usin, theSRT, I have used subscript letters to indicate steplosses.. For example, "a" indicates loss of 1 step."c" indicates loss of three steps, etc.

As an illustration of how these codes look.take the following examples:

"AI8" = 92d US Infantry Division at fullstrength."B16a" = 4th Indian Division. with one steplost."Glc" " Herrman Goering Panlcr Division,with three stcps lost."126" = Folgore Brigade (Italian)."GI8u" .. 60th Panzer.(;renadier as an up­side-down counter.

The Unit Designator Codes are lhe key to thesystem and can, in fact be used without the restof the system. Those of you who arc in love withcoloured pencils (or are stuck with a pile of All

PBM sheets), can use the codes with the AllOperations Sheets.. Not only are these codes easyto use on the maps, they are much easier to workwith when recording combats and combat results.I have used a similar code system for WATER·LOO and STALINGRAD for years, and it makesit much easier to record combats. Morcover, bymarking the individual piece!! with their propercodes, you avoid "unit counter salad'· and mOStof Ihe sorting that has to be done between PBMturns. (It is 01150 a great help in FfF as you canenter the codes on the Order of Banle sheets aswell.)

The seeond part of my system is the Opera­tions Sheet. This ti a simple sheet which containsall of the units to be used in the pme and a

column for each turn. On my sheets, all of themovement for Game I can be recorded on twosheets. Aside from cutting down on materialscosts, this sheet enables you to check movementand account for missing units as each units lastposition is right next to its present position. Thismeans thai a new sheet is required only twiceduring the game, except on combat turns.

The third element of my systcm is the CombatSheet. This is filled out only when the player isattacking. It containes the usual elements forseven combats, unit listings, odds, stock results,etc. but is arranged in a more convenient mannerthan the nonnal AH sheet. It also contains asection for attacker to record the desired retreataud/or advance squares for his units and a sectionfor defcuder to record his units' retreats. Spacesare also provided for the recording of unit lossesand replacement balances.

I have, so far, discussed mostly Game I. Mysystem is also easily adaptable to games II and IIIand r am in the process of making the necessaryadditions. The Combat Sheets, of course, can beused for any version using the UET. The UnitCode Designators are also usable in any version ofANZIO, including the mini-games and variousLlnofficial variants that I have s«n. I am nowpreparing a new Combat Sheet 10 be used for theSRT and some flexible-use Operations Sheetswhich wiIl'be usable for all the Games, mini&amesand variants of Anzio, (And which can be usedfor many other games as well).

I will be happy to send a sample sel of mysystem for a self-addressed stamped envelope (12cents, please). I am not interested in maki",money from this, so will just try to get hack partof my investment as I had to have some of themalerial commercially printed. My primary inter­est is in furthering the cause of warpming andnot to let a fine game go down Ihe drain becauseof a poor PBM system.

Richard D. ThurstonRoute 2, Box 2643-5Spanaway, Washington 98387

Plan of the Month

Strategic Jutland

The problem of Jullalld as the lame is de­signed is that it is too accurate, too much asimulation of the original battle; thus in portray­ing the tactical situation it overlooks many of lhestrategic difficulties and possibilities tllat facedtile original flee IS. The British fleet was chargedwith protecting British shipping, biockadiniGennany. protectinl lines of communication withthe BEF in France, and protectina Englandherself from aHack. The High Seas Flee! princi­pally had to whitlle Ille British down until. in afinal (and 1101 initial!) decisive battle, it couldwresl away control of the $Cas. In JUI/(lnd theBritish are allowed to fOTiet their strategic Il:­

sponsibililies, while the Germans an: effectivelydenied their goal of isolating part of the Briti5hfleet. If Scheer had had any idea of Ihe nearnessof the British fleet on that fateful day (as has theGerman player of JUI/(l"dJ.he would have sudden­ly remembered an urgent appointment back inthe Jade. To r«rcate the strategic situation, Ipropose: the followinl modirteations to JlIl/tll/d.

Time limil. As in &/Ile of 8rilGin when: several

PAGE 6

Attack 2

o back 3- QQ7D back 4- 006A advance 2 or 3- Peipcr &. ISS/4~ QQIO95S/18 &. 18135- QQ9

Anack 3D back 1- 007D back 2- QQ6D back 3- RR5A advance- All In

Allack 7

D back 4- Oervau;o;A advance- Your choice, as 10"1 as German

zonl'$ of control include LL27.

Conunentary

If the first two battles work. (I out of 3chance PBM) you're on the way to the Meuse.The only available U. S. unit to guard theVielsalm and Malmedy roads is 1061424 at 5t.Vith. It ca.n't guard both roads! Henoe. eitheruhr or the 55 Panzers have a clear road to theMeuse. Arlllenne and Huy should and can be$t'Curcd by 17 A_M.. as well as Aywaille. Vemenand Manhay.

Even if the first IWO attacks n:sult in enpge­menlS, the Germans can still have a brukthrOlllhin lhe central sector by receiving a D back on thethird attack and a D back 4 on the seventhattack. This will result in Pz. 116 having a clearroad to Houffalize.Randy Heller1468 Richardson Ave.Los Altos, Calif. 95022

hours of game time represent a week real lime,the fleet actions of WWI can be recreated in 30days game time.

Ships have oP'Crating radii as follows: destroy·ers. 54 hrs (German) and 60 hrs (British); cruisersand pre-Dreadnoughts. 3 days: battleships andbaUle cruisers, 4 days: submarines, 12 days. Shipsdead in the water may be towed at a speed of 4movement factors.

German ships leaving the North Sea by theSk3.J&erak (ake 36 hours to reach Wilhelmshavenwhere refueling may begin. Capital ships withmon: than 2 torpedo hilS using Ihe 5kaggeral:'.,while not considered sunk. arc out of play forthe rest of the game.Refueling. n:anning, n:pairing. Ma;o;imum ClIpacityof British ports is as On page 14 of the BattleManual. 5hips may be refueled and rearmed asfollows: Wilhelmshaven, 10 hours to n:fuc:l; ScapeFlow, 10 hrs; Cromarty, 12 hrs; Rosyth. 12 hn:t-1ul1, IS hrs; H:uwich, 12 hrs; Dover (01atham).12 hTS.

Ships may be "n:paired" as follows: each shipup 10 the muimum in Wilhe1ms!laven (4 capital.

(3-1)

(4·1)

(3.1)

(1-2)

(3-1)

( I-I)(6-1)

(3-1)(1-4)

YS. 99/393 &. 99/395

vs. 2/38vs. 2/23

106/422106/4232811094/84{12 & 4116

vs. 99/361

by David C. Bell

Battles(make sure allxk:!; are in thill order)

Anad: I

D back 1- 008D back 2- 008o back 3- 007A advance- Hold

Movl'ment After Combat

I. 955/19. 955110,155/2 &. 18136

2. Peipc:r. 155/4.

955/18 &. 18/35

3. 26151 &. 62V.G.4. 26152

5. ~6.7.

89

5th Panzer ArmyP7.. Lehr .. ..... .. .. .0017116P7../406 &. 277V.G. . 5S 1579V.G. . .TT15116Pl.I310 .0023116P7..1312 .. . .00222P7..I7, 12/23 &.) Parll) PP272Pl.117. 150Pz. B. &.) Par/14 , PP262Pz.18. 12{24 &. 13 Par/15 00263261561 . PP20326/562 . PP24

7th Anny5 Par ................••.•...... TT30167/334 &. 276V.G. . ..UUJO1671333 ..VV30351V.G RR27

Order of Baule(positions after inilial Illove)

6th Panzer ArmyPeiper. 155/4 & 95S/18 5S99SS/19. 9SS/l0 & 18/35 .. . ..•. . SS8155/2. 18/36 & 26/51 55726/52 &. 62V'G' . . S56340/679 ..TIll340/680 . . . . . . . . . . .TI95601915 . , UU13560{916 UU11

THE GENERAL

A((er having read sevcf;ll openln& moves in TheGeneral. I have yel to see one that results in abreakthrough for the Germans. i.e., open mad(s)10 the Meuse. The Americans are always able tofill the gaps with at least one U.S. unit.

I have developed an opening move which givesthe Germans close to a J Ollt of 3 chance for atotal breakthrough in lhe northern sector anddose to 3 lout of 4 chance for a breakthroughin the central sector. With luck. a breakthroughin both sectors C<ln occur simultaneously. Thekey to the German breakthrough lies in theElsenborn ridge.

In Randy H~llu's own words, ",his PIal! could~ry ,"?ell rel'Olution;:t 'he CO/lctpt of 'he Basloglltmyth." lIIe',e not "lid)' 10 oonude thaf lact. but

rwo of his PBM opponents who weff slUng by fhisplglI Sfll/Ird. a) "Outh." bl "/, sums Ihat /Irisjustifiu yOIl, uperienct Ihaf alit ill Ihnf' rUlli, inbreakouts . .. II yitdds a sonrple span 0/ proba­bility I'1rml'llts [or brtQkmu (loom 6l' grtottr Ihanmy bes' effort. .,

Ardennes Breakthroughby

Randy Heller

The good SargealH feels a bad job was done byAvalon Hili In Implememing the SAC bombingmle. Hal'ing served /line years in the Intelllgelicefield of SAC willi tlte U. S. Air Force, he mightjust happen to know what he I.J lalking about.

Every time I have an opportunity to play agame of D-Day I find that I come away with abad taste in my moutll, so to speak, from thetotally unrealistic and inaccurate SAC bombingrule which AH pulled from somewhere in leftfield. There is no historical basis for AH's rule.At no time during the entire Battle for France orduring the Normandy invasion itself did SACmanage to eliminate a single German groundformation. The truth of the matter is that SACwas used Only once against an enemy ground unitfor the purpose of eliminating it from the neld ofsombat.

This particular instance took place as part ofthe American breakout attempt at SI. Lo andcaused more US casualties than German accordingto most sources.

The attack was aimed at the dug-in Pan1.erLehr division and only had the effect of disrupt­ing German communications, lowering Germantroop morale (to say nothing of ils effects onAmerican morale), and creating a shock effectwhich reduced, somewhat, the German will tofight.

SAC attacks against industrial areas, railcenters, oil renneries and so forth greatly reducedthe ability of the German industries to putmilitary vehicles in the hands of the combattroops where they could be employed but theseattacks did little or nothing to decrease thenumber of fighting vehicles actually on the neldof battle itself.

So far 1 have spoken only about SAC and yet,my title speaks of TAC Air in D-Day. Whyshould TAC air be of any interest to the D-Dayplayer? What use was it put to during thecampaign? What results were achieved? What werethe thoughts of the German Generals concerningAllied use ofTAC?

In answer to the nrst questiOn let me say thatthe use of TAC is a far more realistic approach togiving the Allied player his air power that wasavailable to him. Why? First, simply by glancingat AH's board it is possible to see that the scaleper square is tremendous - something on theorder of 150 to 200 square miles - and tosalurate such a huge area with enough bombs toeliminate an entire division (would you believethree full divisions) would have been an impoS"­sibility. Even with our modern B-52's such a featis virtually impossible as evidenced in Vietnamwhere we have been trying to eliminate groundunits with SAC forces.

TAC, on the other hand, is capable of overfly­ing a particular ground area and can pick outtargets of opportunity. It can attack troop con­voys, assembly areas, and other mobile or im-­mobile targets within a particular area. Its accur­acy is increased because it can fly lower, maneu­ver better and operate in more adverse conditionsthan can SAC. All of these things put togethermeans that it was able to hit mobile targets(which SAC could not) with a great degree ofaccuracy (which SAC could not) and hit smaller

targets such as highway bridges, supply dumps,railway rolling stock (which, again. SAC COllidnot). Now, what use was it put to in thecampaign.

A few ngures taken from D-Day - Spearheadof Invasion by R. W. Thompson may help here.The British 2nd and the U.S, 9th T~ctical AirForces were to be in close support. On the 'Day'the air forces would maintain a sustained densityof ten fighter !:quadrons over the beaches, fiveBritish and five American. Six squadrons wouldbe alerted to support Ihe beach cover. Fivesquadrons would cover the main Naval approach­es, and a striking force of 33 fighter squadronswould be in reserve. Following the fulfillment ofescort duties for tile Airborne troops a total of171 squadrons would be apportioned, 54 tobeach cover, 15 to shipping cover, 36 to directsupport, JJ to offensive operations and bomberescort and 33 as a striking force.

The results achieved were excellent. Only strayenemy aircraft were able to allack the beachesand the men and material On them. The 12SSPanzer Division was b;ldly delayed in its advancefrom Lisieux and found its fucl dumps destroyedat Evrecy. The defences of La Madeleine werebadly mauled by the U.S, 9th Air Force. Germanreserves were held up in their advances and losseswere very high in both men and materiaL Allground movement was restricted for miles.

As for the feelings of the German Generals, Imust once again go to R.W. Thompson's book,mentioned earlier. In it Rommel's views areexpressed thusly. "He had had painful experienceof Allied air supremacy in the Western Desert,and knew well the fate of armoured columnsattempting to move by daylight under 'open­bomb sights'. If the armour was not there hedoubted its ability to get there and certainly notin time. It was, in any case, virtually impossibleto move armour on the stricken roads by day."

As for Von Rundstedts and the PanzerGenerals views on the matter he says "First, VonRundstedt visualized delivering massive counter­strokes after the Allies had broken through theouter crust of the sea defences; secondly, he didnot share Romm~l's views on Normandy; thirdly,he could not agree to the commitment of thearmoured reserve close up before the event.

The Air argument, which rendered the armourdifficult to move. might easily trap it and destroyit if Rommel had his way, and the main assaultshould come in against the Pas de Calais, orelsewhere. Guderian also felt that the Panz.erformations could be moved quickly enough frominland areas to the beaches despite the knownfact of Allied Air supremacy.

In Ihe final analysis it can be said thatRommel's views were proven correct by theevents that took place in Normandy. TAC, in thelong run, proved too much for the German neldcommanders to cope with,

T/SgL Robert A. Burge119 Melick Avenue APO San Francisco 96553

Next mOil lit - in tlte final ParI - Burge offersthe mechallica/ sllggesliolls to imp!ememing TACin D-Day. illeluding lite revision of "!IlVl/SiotlArea'" charts to reflect a<'ai/ability of TAC fac­tors.

PAGE 74 light ships), Cromarty (1 each), and Chatham­Dover (3 each) may "erase" one hit per 24 hoursin the port. After repair is completed, ships mustbe refueled and rearmed, then must raise steam asusuaL A pori may femporiJrily hold a 50%surplus of ships, but is still restricted as to thenumber that can refuel at a time. Ships that havejust refueled must wait another 12 hours beforeleaving port on offensive operations.Points. The German player receives

5 points for bombardment of a British coastallown (Yarmouth, AA4; Lowestoft, BB3;Sunderland. Q7; W. Hartlcpool, R7; Blyth,A7; Aberdeen, H13; Dover, DDzero). A lolalof 25 hits must be scored at a range of15,000 yards.

10 points cach for introduction of a commerceraider into the North Atlantic. Germans have3 (movement factor is 10): the raider mustnot receIve any hits before it leaves thesearch board.point per Itour per 5 ships (ships, not

counters, including DDs, CLs) attackingshipping in the Thames estuary, squareDD1.ero,

4 points for each battleship or battle cruisersunk.

2 points for each pre-DreadnOUght sunk (DoverForet:).

The British player begins with 50 points forblockading Germany and receives:

4 points for each battleship or battlecruisersunk

2 points for each pre-Dreadnought sunk.Conditions of Victory. If the British player hasmore points than the German player at the endof 30 days (game time), he wins. If the Germanplayer has more than 15 points more than theBritish player. he wins. If the German player haso to 15 more points, the game is a draw.Sweeps. The British sweep is conditional uponBritish intelligence When bOlh players haveplotted their moves, rol[ the die, A I or 2indicates that intelligence has warned the Britishof the German sortie and the sweep is used.Coastal Patrol. The British have a coastal patrolof 35 destroyers, whose job is patrolling the coastand giving warning. These units may be simulatedby the following rule: The British player marksany 15 non-adjacent squares within 6 squares ofthe English coasl or nOrlll of line L on a searchsheet. The German player puts this sheet over hisinitial move and is sighted if any of his taskforces passes through one of these squares.

Summary. In Strategic Jutland, the British playermust use his naval superiority to meet his heavyresponsibilities, rather than complacently sweep-­ing through the North Sea. He must constantlypatrol with his light ships to get advance warningof German sorties. The German player nOW has areal possibility of trapping part of the Britishneet, but must take the attendant risk of gettingcut off from his base. In addition, unlike theusual game where the German player feels he hasto stand and nght even a superior neet because ifhe turns tail and runs there is no game: inStrategic Jutland, he can run like hell with noguilt feelings and try for a piece of the Britishneet next time. This version obviously is going totake longer to play than the standard game, butif you want to be a naval strategian.

David C. BellPeace CorpsMonrovia, Liberia, Africa

lAC Air • D-DayBy TjSgt Robert A. Burge

-THE GENERAL

Part I

• •

THE GENERAL

Here's Ihe first plausible affempl at Iralls/orm­ing our /lew IlUlss-market wargame itllo a "nut"vehicle. No one is belter qualified (him EdiBiTSi//!. himself a "nut" game designer of somerepute. RirUIIJ has been a behind-the-scenes actiovist in mosT of Ihe 5&1' Magazine opera/ions. Hehas been inslrumenl(l/ in Ihe dl!sigll and develo,r//lent of IlUlny of {he Tesl Series Games publishedby POll/Iron Press. We welcome him 10 Iheliterary commuaderie o[ The General.

PAGE 8

Kriegspiel CRT RevisionsBy Edi Rirsan

KEY: Sa-"lle as 1 to 1, with "X" an ~hange

KEY: Same as 1 to 1 Table

When Avalon Hill brought their Kreigspielgame to the general public the objective was towiden their market base through the combinationof a simple game and a book case game formal.In my opinion Kreigspiel fails in two broadcategories: first as a game of any sophistication indesign and second as a wargame. The failure as awargame can be stomached if the game still hasexcitement and use of strategy or skill; but thefailure as a game plain and simple is notacceptable under any conditions. While muchmay have 10 be changed to bring the game intothe imagination of tile hard core wargamer a fewrevisions of the combat results tables and pro­cedures may be sufficient to make the game moreenjoyable and give it a bit more excitement firstfor the regular gamer and then for the hard corenut.

In the present game, one of the crucialproblems of the matrix system is that the resultscan be predetermined by one of the parties.While this may be permissible at odds of 7-1 it isnot acceptable at odds of 1-1, for this not onlyreduces the excitement of the combat portion ofthe game it also reduces the over-all enjoyment ofthe game. What is needed is a CRT with actionand excitement. The foilowing modifications at­tempt to do just that:

1ro1

Attacker's Choice

A B C D E F

L NC CA A'" AE Ae4 AMDE D", DM De4

, CA A"- AE 'e) AM '"DE Da2 D'" De4

) A"- AE Ae' A'" '" CA• DE D"- Da2 "'"0~

~ 4 AE ""' A'" ,~ CA AM"• Dal Do2 De' DE;.0 5 '" Aa2 '" CA A'" AE] Dal De' DE DM~ .~ 6 Aal "' CA A'" AE 'e4

Del DE Da) DM

KEY: A: AttackerD: Defendera: Advancer: RetreatE: El.iminatedCAl Cou."lter attackNC: No combat

,rol

Attacker' iii Choice

A B C D

1 "' A&l X A"• DE Dd0~0~ , Aal '" 'a2 X"• Dd DE

"0 ) X Aa2 NO Aal] Dr1 DE

"0~ 4 Aa2 X Aal '"DE Del

1 ro )

Attacker's Choice

A B C

1 "' AE ""4• D", DM

"0 , Ae4 '" AE~• D04 D","•~ ) AE Ae4 '"D", DM

Players will note that at I to I there is a 6x6matrix with six basically different results. Allresults should be self-explanatory with the excep­tion of CA (counter attack). When a Counterattack is called for the defender has the option ofeither attacking immediately (during the attack­er's combat portion of his turn) any of theattacking units that initiated combat with himand the resolve that combat during tile attacker'scombat portion of his turn, or to retreat onesquare and allow the attacker to advance into hisprevious position. In this manner there is a lillIemore combat action in the otherwise dull routineof I to 1. Players will also note that there isalways a chance of escape with no combat (NC).Rather than make up new cards with new titleson them players are advised to use the firSI 6cards in any poker deck for their matrix choices.

From a view point of over-all·affects on the

) ro 1

Attacker's Choice

A B C

1 NO AM A'"• Dr4 DE;.•]' A'" '" '04

"DE Dr)

•~) AM A'" '"De4 DE

lTD'

Attacker's Choice

A B C D

1 NC AE CA Ae'• D"- D"0~

0 , Ae1 I~ AE CA~

" Dal Da2•;.

) CA Ae' '" AE•~ Do2 Dal11"• 4 AE CA Ad "'~

Da2 Dal

game of tllis CRT, players may wish to eitherchange the opening number of units for red from14 to 15 or two make the game start with 16units for Red and 14 for Black. This makes upfor the advantage that Red had under tile oldCRT and is lost with the addition of the oneabove.

To bring the game up to the complexitydesired by most of the hard core nuts wouldentail a general over haul of the entire game, butthrough the employ of a double matrix or matrixand die roll system we may be able to make thegame a bit more enjoyable for the fanatic. Theidea is that fIrst you have a combat style matrixwhich indicates the type of combat tllat emergesfrom the tactical choices of the players. Thenyou have a CRT for each of the combat styles.Thus an additional phase of combat is added tothe routine of play and a bit more uncertainty.

PAGE 9 THE GENERAL-----.

The Decisive Arm

1J

II

Here we will e:o;periment with a possible combina­tion of matrix and die roll possibilities.

Bolh players choose a combat style and deter­mine the results via the matrix below:

Combat Style MaIm:

ttackorts Choice

1 2 J 4

A A· H B- R

•" B R A- R B·•~~ C H- R H. A~o.~QU D A H· R B-

A: AttritionH: HoldB: BlitzR: Regular

Advance Version CRTS

BLITZ

01. 1-4 I-J 1-2 1-1 2-1 J-l 4-1

1 CA '" II: '" l~ CA D,2A'"

2 CA CA CA CA CA D,2 D&A'" A'"

J CA Ad D,l Ad Dd D'J DED"'- A"'- D"'- ,"'- ,'" '04

4 AE 'eJ D"'- D'J D'4 DE DED04 D", A,l A'" A04 A'" A04

5 AE AE AeJ DE DE DE DED04 D04 Do2 A04 A04 A04 A04

6 AE AE AE AE X DE DED04 D04 '''' D'" A'" A04

KEY: A: AttackerD: Defendera: Advancer: RetreatE: EliminatedCAl Counter attackNC: No combatX: Exchange

HOLD

Die 1-2+ 1_1 2.-

1 lIC l~ '"2 NC NC NC

J CA '" '"4 Dol CA NC

Ad

5 "2 Del CAD"'- Ad

6 "" Del A,2Dol A"'- Dol

The letters indicate which table the attack isresolved on: B - Blit~ table: A: AnTilion; R:Regular; H: Holding. The positive or negativenumbers indicate a change in the odds: a +IwOlild tum a I-I attack into a 2-1 attack while a-1 would turn a 3-1 attack into a 2-1 attack.Players may ignore the positive or negativenumbers if they feel il depicts too much chancein combat and may use the table without them.One other possibility is to allow the attacker tochoose his combat style and roll it off on therespective tables below without going through theCombat style Matrix.

RFmLAR

01. I-J 1-2 1-1 2-1 J-l

1 CA '" l~ '" CA

2 0", CA CA CA Do2A'J A,2

J Do2 D," D,l Ad DolA,2 ,"'- Aol D"'- Ad

4 AE ,,1 A,l A"'- DEDo2 D"'- D"'- D,l Aol

5 AE Do2 CA 'o2 DolDo2 A,2 D,2 Ad

6 AE AE X DE DED'" D,l Aol A'"

by J. E. POl1melle, Ph.D.

One of the problems of war-game design - infact, from lhe realism standpoint, perhaps themajor problem - is the handling of units ofqualitatively different types. As I have pointedout in "TIre Figure of Merit Fallacy. ".. thetechnique of the "combat faclor" is a majorcontributor to this difficulty, because it attemptsto handle a qualitative difference as a purelyquantitative one. The Tactics II game is the firstexample: in that game, armor is infanlry that isstronger and moves fast. There are no otherdifferences_ Waterloo is another example: artilleryis in no way different from other pieces, thehorse artillery being only a form of cavalry andthe "foot artillery" used mainly as soakofffodder. Once this kind of quanlitative represenla­lion is accepted in the rules, a realistic gamebecomes impossible.

This article, attempts to investigate two aspectsof lhe problem: what, in the world of realmilitary hislory, were lhe qualitative differencesbetween combat arms, and secondly, how at leastsome of these can be simulated. We will parti­cularly concentrate on the decisive ann: that is,which kind of combat force seems to have beenthe key to victory. In doing so we must rememb­er one importanl principle: the combined armsarmy, under a captain who understood thestrengths and weaknesses of each combat ann andused them efficiently, has always been lhe key tovictory. II is this which we ought to strive for inwar games: rules which are sufficiently realistic 10

.. See Vol, 6. No, I Tile General

ATmITION

Die ~-J+ 1-2 1-1 2-1 J.-

1 CA CA CA CA CA

2 Ad NC NC l~ D,2D"'- Aol

J A,2 Ad DE D," DEDo2 D"'- A"'- A"'- Aol

4 AE Ad AE X DED"'- D"'- Dol A"'-

5 AE AE X X XD"'- D"'-

6 AE X X X XDo2

KEY: Same as Bljtz Tab~e

These are but a few possible alternalives to thepresent combat results system used in Kricgspiel.Players may want to experimenl with these ideasso feel free to alter them as you please, but letme know how your experiments work out so thatthe word can be passed along the line.

Edi Birsan48-20 39ST. LlC, NY

reward armchair general for understanding thisprinciple, and punish them for failure to do so.

Classical Warfare

Determining the decisive arm in the earlyclassical period is difficult because the records arenot clear. However, in ancient Egypt it seems toh~ve been disciplined infantry, while the Heroicage of Greek history relied on warrior bands ledby a mililary chieftain. All this was changedsomelime around 1500 BC when chariotry be­came a military art. The "Princes of the desert"or "Hyksos" or "Shepherd Kings", probablySemitic nomads closely related to the lnbe ofAbraham, conquered Egypt through a combina­tion of lreachery and the superior technique ofthe chariot. The· Hittities developed a very lightform of war chariot which carried two armedmen and a driver; sometimes one of lhe flghtingmen was an archer, but invariably one was aspearman ,who also threw javelines. The warchariot combined firepower with mobilily, andthe warriors fought mounted, although there areinstances in which the chariots would deliver aspearman into a crucial spot and recover him ifhe faltered.

The war chariol dominated the ballleflcld for along time. Finally, the Dorian invaders of Greecedeveloped heavy armed discipline infantry able tostand a charge of ChanOIS or other cavalry, andthe hoplite became invincible. This continued foranother long period, with one exception. Alex­ander of Maced.on, following the innovations ofhis genius falher King Phillip, developed thelechnique of the combined arms army, theecisive stroke sometimes being delivered by the

THE GENERALheavy cavalry (known as the Keteroi or King'sCompanions) as at Arbela, al other limes by thephalanx of heavy infanlry, as at Issus. and evenat times by the light armed hypasisls or "silvershields. "

With the exception of Alexander. however, theheavy infantry phalanx (named for the pllatangesor fingers) and the maniples (named for thehand). Legionary infantry won over the Phalant,but the imporatnl point is thaI heavy infanlrywere still supreme. For a lime Hannibal almostupset this, and speculation about whal mighthave happened had Ihe Nubian cavalry notchanged sides and joined the Romans in thedecisive battk of billa can continue endlessly:but unlil Adrianople. Ihe decisive arm was legion­ary huvy infantry, supponed with indifferentcavalry auxiliaries.

Chh'3lry and Its Fall

Adrianiople brought the heavy cavalry to theforfronl. and changed nOI only military but socialhistory for a Ihousand years. The heavy cavalry­man, armed with equipment whkh might ~u~as much as ten man-yean of effOrl 10 construct,and mounted on a hOrR: which consumed twiceas much as a pc:tsant. dominaled the battler.eld;and the inheritance of his equipment decided to agreat utent the political orpni:ation of Ihewestern world.

The end of the age of chivalry brings acollfused picture. During the HUlidred Yean War,Ellglish archen - an early fonn of arlillery, illform - domillated ill some ballies. The archerswere 1I0t really infantry, ill that their supply wasmore complicated than that of a true infantry·man. and they were effective olily in fightingfrom fixed emplacemenls. On the other halld, theFrench developed true infantry capable of stand­illg up to anything Ihe English had, but fOrgolthe lesson in time for new disasten at the handsof the English archers in plnces like AginCQurl.

Spanish sword and buckler men and Swisspikemen both successfully stood up to the bestheavy cavalry of the nge, SO tllat it cannot be saidthat artillery brought about the demise of the ageof chivalry: the rediscovery of disciplined in­fantry would probubly have uccomplished thatresult if artillery hud ncver been invented.

Bllt the ncw infantry had not long beforetechnology made tile musketeer a new factor onthe battlefield. and brOllght us up to the age inwhich board type war-gamers begin their efforts.There may be Chivalry or Classical board typewar games. but the allthor is unaware of any ofthem interesting enough to play. (l have lieard ofa game called Hannibal which is privately printed,but have never seen it. It is recommended bypeople for whom I have some respect.)

The Musket and the Cannon

DC!;pite the American mylhs to Ihe conlrary.the age between. .say. Ihe end of the reign ofElizabeth when the Privy Council formally declar­ed the bow no 10IlIer to be the national weaponof England. and the time of the Mini ball haslittle place for the rine. Geerae Wnshington wasgreatly concerned for the protection of riflemen,so much 50 that he Ordered thai they be issuedfolding pikes for defense. Nathaniel Greene, oneof WashiT\iton's best Gener:tls. hoped never to seeanother rifle; and Daniel Morgan. the real hero ofSaratop and f;reator of Morgan's Frontier Rifle­men. WOII his real fame in comma lid of mus­ketCC'n at the Bailie of COWpellS some ye.ars

Inter, alld had little use for the rifle except as aspecial weapon to be used in combinatioll wilhother arms. It was the disciplined ranks of theContinelltal Army. standing fast alld tradingvolleys with the British, able to fnll upon themwith the bayonet after eXf;hanges of fire. whowon the Revolution; but there were complica­tions. Artillery was the decisive ann.

The Civil war brought a new twist. Rifles wereIIOt perfected well enough to oulrange the artil­lery. and the infantry became once again thedecisive arm. Rifle pits and defellsive tacticsallowing a redoction of the mtio of forces 10spa<:e to be lowered 10 as mUf;h as 1SOO men tothe mile. and the systematif; use of the railwaymake the War Between the States the first of themodem waT$. But it was not lonl before artilleryonce again caught up. and the artillery dominatedthe ballk field once again.

In World War One, the decisive fact wassupply; and one of the most critical points wasthat fast moving infanlry outran their artillery.after which they boaged down and could donothing against enemy Prolll poinu. For all thebreakthroughs of Ludendorfs inliltr:ttion lactic$.the German Anny could not keep up the advancebecause the artillery could mot move as fast asthe marching troops.. Once qain. artillery became(he decisive arm.

World War Two was the war of armor: yet theself-propelled gun al50 came into its own. Strate­gic campaigns were decided by logistics andmobility, while I3ctical battles seemed to showthe tanks as the decisive weapon.

In Korea, the artillery quif;kly became domi­nant, particulary in the stalic war alona thedemarli:ation line, but even earlier the big auns(when supplied) sellied most battles. There' aresigns that when the war in Viet Nam reaches theset peice battle stage - such as in the sieee ofKhe San, and certainly at Dien Bien Phu - theartillery is the decisive arm, the terrain beingunsuitable for tanks.

Discussion

What can be learned from this cursory nnd alltoo brief study of military history? The im­portant point. I believe. is that there has been adecisive ann at each point in history; andalthough I have not shown it ill my narrative. ithas always been the man who recOllni~ed this factand used that arm properly in. combination withother forces wllo wun ballleJ.

Now, what are the characteristics of thevarious arms? Let us take them in turn, beginninewith the Napoleonic era. since board wnT gamesseem not to go beyond that pf;riod.

Infantry; need relatively little supply. Carrymost of their weapons and provisions with them.Slow in compari.'lOn with other kinds of force.but capable of surprisingly rapid movement forshort pc.riods in fOTl:Cd marehes. Hip firepoweronly when cono::entmted. Allack CauSl'$ heavylosses in the beginning phase; after breakthroughlosses can be light.

Cavalry: Rapid. Weak and almost ineffectivewhen used against inFantry in place. Good atallacking infantry in column form. Good atallacking artillery. particulary in the flank. UsefulIII reconnaissance. and vital in pursuil. (Andpursuit is generally the difference belween winn­ing a bailIe and annihilating the enemy.)

Artillery: Generally slow. Requires immensesupply tmins for proper use. so that arlillerydominated banles become in part the bailie oflogistics. Not partif;ululy useful in the allack

PAGE 10unless combined with othcr amls. but when usedin proper wmbinnlion, concentrated 10 delivertile crushing blow at the proper place and limecnn allow decisive allacks by other arms. Highlyvaluable in the defense of statk positions. Vitallydependenl on other arms for defense. however,and incapable of operating alone.

Armor: Can be thought of as a combination ofheavy cavalry and artillery. Subjef;t to severetogistics problems. as unlike cavalry there isalmost no fomge capability. (Forage was. ho.......ever. the major problem of heavy cavalry in theAge of Chivalry. For a;ample. the defeat of ttleKingdom of Jerusalem at the Horns of Hallin wasdue to inadequate w;lter and forage ralher thanweakneu of the combat ann itself.) Subjecl tothe uwal supply problems of artillery. Hilhlymobile. capable of rapid movement in teminunsuitable for infantry. wheeled transport in­fantry and motorized divisions., and oonvenlionalartillery. Some of (he most spectacular vicloriesof armor hne come about through exploilationof terrain fulum in which armor can oper:tlewithout wpport from other forees. but usuallyincapable of operating alone. Best anti-armortactics have been through combination of artillerynlld infantry or other armor (Rommel) andthrouaf\ operations against armor wpply line.Decisive stroke of armor usually delivered not indirect atlack, but through penetration or enemydefenses followed by exploitation of mobility ofarmor to destroy enemy rear areas. logistics. andsupply. (Guderian; Mannstein; Palton; Rommel;Wavell)

Conclusion

My next article will look at methods ofsimulating the various chamcteristics of the dif­ferent arms. However. we can draw a fewCQnclusions immediately. Firsl. mnge is not themajor characteristic of artillery; it is concentra·tion of firepower. Therefore, 0111' rule for simula.tion that affects artillery more than any otherwould be the stacking rule, and allowing stacks ofartillery in excess of the combat factors allOwedfor infantry would greatly increase realism. Thisis pnrtkularly tme in Watcrloo.

Second, armor is more tllnn fast infanlry withmore strength. II should be allowed to operate interrain thal slows infantry down: swamps. foOl­hills. low mOllntains: nIl tlleSt affect armor lessthall they affact infanlry or cavalry, and certainlyaffect infantry or cavalry, and ceTlainly affect itless than artillery. More armor is dependent onsupply. In one sirnublion game we have twokinds of supply units: motorized (truf;k§j andarmor (tmcked). The trncked supply peices cango with the armor, and supply armor for decisivebntlles. The {ruck peif;es are more numerous. butroadbound and quite slow off roads. Addition ofthese peices with a supply mil' makes for a verycomplex game.

Third. armor is limited in the amount ofterr:tin it can hold. It is fast but can hold largeareas only by defeating an enemy in detail, orgening behind the enemy and CUlling him ofT.destroying his lines of supply. c1f;.

I ha,-e delibemtely left airpower out of thisarticle. bUI will consider it in a future selin. Mynext anitle will look more closely at gamingfeaturl'$ which can be deduced from the infonna­tion above.

J.E. Poumelle. Ph.D.1205 I Laurell TerraceStudio City. Calif. 91604

PAGE II THE GENERAL

"Now I know where we weill wrOllg"'

I~Q..;:;...u_e_s_tI_·o~n_B~o~x_1BULGE:Q. In a situation where lhe U.S. has Germanunits completely surrounded. may these unilSparticipate in an allack by units from oUlSide theencirclement?A. Yo:s. If any of the units in an allack aTtwpplied. all others engaged in lhal p1lnicularattack are considered to be supplied (as pertainsto the supply limitations on IlIach). NOTETHAT TillS APPLIES TO BULGE, NOT TOAFRIKA KQRPS.

BLITZKRIEG:Q. Situation: Blue fighters intercept in bombinaattack while Red is a\lacking all possible landingbases with range of these fjghters. Some of theseallacks arc at soak-Qff odds. Arc the Blue fighterseliminated for lack of an undisputed base atwhich 10 land?

A. No. In this specific situation. Blue may holdthe fighters until all base raids are resolved. thenland if he has a base under undisputed control(no enemy within one square)_ If no such base is~vailable. the fighters are eliminated.

Q. Just whal is a "friendly" minor country city,and how does such a Slate eff~t air lransport,5Upply. etc.?A. A "friendly" city is one th~t may be used forsupply. air and sca lransport, air base, eiC. AllAlaior Country cities are considered "friendly"...·hen they au captured and under the completecontrol of one or the other side. Completecontrol means that no enemy units are in oradjacent to the city.

Physical capture of a Minor Country city doesnot necessarily mean that city becomes friend·ly. AI! cities in a particular Minor Country mlmbe caplllred (with the Minor Coulltry CityCapture Table) in order for any of them to beconsidered "friendly". Which side captures thecities does not bear on whether or not they canbe considered friendly. EXAMPLE: On Bllle'sfirst turn he captures V20. M14. UI I. and X27.None of these cities may be considered "friend·ly" at this point since CCIS was not caplllred.Red. in his turn, captures CC IS with the aid ofairmobile and invasion troops. On the next turn,all cities in that minor country are friendly to theside GCcupying them and can be used for seamovement. air transport. supply. and as bases forair uniu.. BIff, if Red had only invaded Ihe areaaround CCIS. not capturing the city itself. noneor the cities held by Blue wo\l1d be considered"friendly" on the next t\lm (The government ofthat minor country is being kept alive by Red).FUT1her, the Blue OCC1Jpied cilies could not beused until CCIS is reduced (usina the citycapture table) by one side or the other.

Note that. once captured. a city may always beused for ground movement doubliTlJl combatfactor in defense. The only things affected by theabove are Sea Movement. Air Transport. Supplyand the use of the city as an Air Base.

Q. Must an entire minor country be subdued inorder to receive supplies for the conquered cities?

A. Yes.

Q. MaY;1 Nllclear attack be used as an intcrdie-

tion attack instead of the 4 SAC factoT'S normallyrequired for an interdiction?

A. Yes..

Q. During Prepare for Play. may either sideplace units in at sea OOlC" that are 1101 adjacentto their Home CountriC$?

A. Yes.

Q. May uniU that bave entered At Sea zone Bon their previous turn altaek a beach in At Seazone C on their next turn?

A. Yes.

Q. May units that have invaded a beach with­draw through tllat beach on a subsequent turn?A. Only if the units are Ranger units.

Q. May Aircmft land in a city that was justcaptured and may units at sea land in a port thathas just been captured?

A. No. you cannot capture and use a city in thesame turn.

Q. If a Unit uses two unconnected roads in itsmove, may it ClIrry over uncompleted fractions ofroad moves from one move to another"A. Yes..

Q. If all the cihes in a minor country fall on theturn it is fITSI violated. does the violater still lase2 factors"

A. No.

FOOTBALL STRATEGY:

Q. How does the Offensive team Punl?

A. A Quick Kick may be ClIlled on any play.including 4th Down. Thus. the Offensive player.on 4tll Down, has a choice of selecting either theQuick Kick or the Punt play after the DefendingPlayer has committed his defense.

LE MANS:Q. May a car a1tempting to make a pit stopdrive through other unoccupied pits in order toreach his own?A. Yes, but the incoming car may never "pass­through'" cars already in the pits that may beblocking this roule.

1914

Q. Do the Brilish get 3 replacement steps perturn or per game?A. 3 steps per pme.

JUTLAND:

Q. At night. do all British ships lose one-half oftheir gunnery factors?A y~

Q. Durini search. do players have to call outevery square in which they have las)( forces?

A. No.

ANZIO:Q. What is the movement or units invading onInitial Lift?A. The movement factor of all IL units isconsidered 10 be 3. (Commandos have a M.F. of4.) The first coastal sqllare counts against themovement of the units.

Q, On the first turn, when Halian units arestacked with hostile German units. what happens?

A. The German player moves his units onesquare away in any direction berore the Alliedmove.

Q. Can Partisans be attacked al 4-1 or beller'?A. Yes, but they are eliminated only when a Sor 6 is rolled. Using this allack, the Germans loseno steps or units.

Q. Are stackil\& points exactly the same IS

invasion points?

A. Yes, euctly the same.

BULGE. AK, and D-DAY

Q. If a unit in a fortress is surrounded. can itmove one square outside the fort to a vacantsquare and anack only the unit (or units) that itis then adjacen~ 10?A Yes.

AFRIKA KORPS:

Q. If a unit uses his entire road bonus and endson a road/escarpment square. may it continue onroad/ escarpment squares using its normal move­ment rate?A. Yes, but it must stop on the first non-roadescarpment square it moves to.

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PAGE 12

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will be the assault and capture of Stalingrad.Alterations in the above plan to accommodate

enemy reactions should be considered at everyturn. The operation calls for separating the Axisforces into two main formations with the Rus­sians main battle force within the wings. Thisgives Red a position of interior lines and makeshim dangerous if he is a resourceful commander.

At the end of Phase One of the campaignGennan units should at least be in Leningrad andin the final stages of mopping up resistencearound Stalingrad.

A few tactical hints concerning operationsaround Leningrad and Stalingrad would includethe following: respect for the Russian defensivecombat factor when a unit is holding a riverposition or is in a city square. In the case ofStalingrad, considering the numerical superioritythe Axis player should possess, an extention ofhis southern flank along the river Volga.

Now Phase Two of the operation can begin.The pre--requisites for this part of the plan is thedeployment of all Hungarian and Italian units andthe concentration of Task Force North, CenterSouth.

The attack on Moscow will be a concentricattack with forces moving on the Russian capitolfrom all five of the rail lines entering the city. Todo this careful movement of forces should beobserved.

Task Force North (which will receive allreplacements from this point forward) willadvance from the north and northwest rail lines,

moving to the river Volga and securing bridge­heads if possible.

Task Force Center (with all Hungarian andItalian units) will close from the west anchoringits flanks on the Volga and Moskwa.

Task Force South will move east from Kursk(where all units detached for pacification ofungarrisoned cities will be concentrated) andnorthwest from Stalingrad.

The terrain situation will favor a hammerforged from either Force North or South (orboth) smashing on the anvil of Force Center. Ifenough enemy units have been removed from thegame by the time the assault begins and whenbridgeheads are established over the Volga andOka, it's only a matter of time before the Axisfinishes up Moscow.

This is a plan fraught with dangers. ForceNorth and Center will be conducting importantoperations with small means so that Force Southcan sweep resistence before it. If either of theformer forces fail or are soundly beaten thewhole campaign plan can suffer collapse andForce South, deep in Russia, may find it hard tofight its way out (shades of the Sixth GermanArmy).

There are dangers but there are rewards forthis plan of operations and, given a suitableRussian commander) it should make for aninteresting game.E. D. Henderson12014 S. Georgette Ave.La Mirado, Cal. 90638

THE GENERAL

BarbarossaWith aPurpose

by E. D. Henderson

When World War II ended in Europe mostAmericans thought it was won in France andwestern Germany. More educated militaryanalysts, however. pointed to the east and theArmy mealgrinder that evolved out of Hitler's bidfor victory in Russia: Operation Barbarossa.

Reading today of the campaign, students ofwarfare note that despite the magnificent earlysuccesses (700,000 prisoners in the Kiev Pocketand 3,000,000 during the campaign) Hitler wasgroping in the vast expanse of the steepes anddidn't really know what he wanted: Leningrad,Moscow or Stalingrad.

In Sralillgrad the same situation awaits theGerman commander. The game rules state that hemust enter and occupy the three main cities ofRussia simultaneously for two complete turns towin. And he must do this before May, 1943.

To do this the Axis forces be moved inoverwhelming force in one direction while hold­ing and pinning in all others.

To this end the Axis forces should be dividedinto three unequal size Task Forces (a naval termwhich sounds more active and less administrativethen the traditional "Army Group"). The opera·tion will have two phases and employment for allunits in each.

The composition of the Task Forces will beroughly as follows:

Task Force North: All Finnish units and sixGerman 5-5-4 infantry.

Rask Force Center: two Gennan 5-5-4, five4-4-4 and two 3-3-4.

Task Force South: an remaining Gennan units.This arrangement fives Force North 44 combat

factors, Force Center 36 and Force South 147.Armor and grenadier elements assigned to Northor Center if Russian forces in their operationalareas are too large for the above organization.

Replacements will go to North and Center.Phase one will begin with the advance across

the border.Task Force North will advance along the rail

lines running from Warsaw and Koenigsberg toLeningrad, bypassing Riga if it is lightly held butnanking it on the south in any case. The primarymission of Force North during this phase will bethe isolation of Leningrad with the aid of Finnishtroops.

(Note: this will eliminate Russian replacementsfor the city and force the city's garrison to comeout and fight in the open.)

Task Force Center will advance on Minsk andpin any Russian troops there. The final objectivefor this phase will be the capture and garrisoningof Smolensk, again with the mission of pinningRussian units and keeping them from interferringwith operations of Task Force North.

Task Force South will assault and take Brest­Litvosk. Following the capture of that city,South will begin a rapid advance along rail linesrunning east through the minor cities south ofMoscow, Final objective for Task Force South

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21 yard line. All you have to do is to $elect theDefensive Formation IA thru J) for each of fourplays. The AH plays h8Ye already been "called."To give you an idea 01 what they might be, theywe~ selected from Plays 2, 5, B, g, 11 and 17oniV. You will have to gU&$S the actual plays andtheir sequence. Caution: If one of the three playsends up "out-of·bounds." AH geu awarded a 4thplav.

Ten winners will be selected, from amongthose who hold AH to the least amount ofyardage gain. Postmark deadline is October 15,1970. Please state what you think are the threebest articles of this issue. This selection has nobearing on the contest results but entries notbearing this information will be voided.

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DEFENSE GAME PLAN

DOWN AH PLAY CALLED YOUR DEFENSIVE STRATEGY YARDS GAINEDIA thru J) (AH use only)

Either 2,5,8,9,11,,~17

2 .. ..3 .. ..4" .. ..

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Long-suffering subscribers to this magazine will(ecall thai Avalon Hill had participated in asemi·pro baseball league between the years1967-68-69 more or less as a promotional vehiclefor marketing their Baseball Strategy Game.Physical detel'"ioriItion 01 key players accountedfor their withdrawal from competition this yearlafter winning the league twice and finishing 2ndonce!. For similar reasons, per50nnel at AH won'teven oonsider joining a football leil'JUe. preferinginstead to show all their strategic prowess inboard game oompetition only. Here's where youcan show off your stuff as a defensive quarter.back. The situation is this: Time remains for onlythree plays; AH Quarterback Johnny Delightusneeds a TO to win. It is "firsl and 10" on your

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PAGE 14

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PAGE 15

CONGRATULATIONS TO the following con·te5t No. 38 en,rants who submitted the "correct"tactical move as defined by our own dn,g" staffmembers. Actually, onlv 6 of you hit It on thenose. Many others were close but didn't think tomove one of their Elitegruppe units one square asa better protection of the BllICk Capilal. Fromamong this group fOUf were 5elected /ICCOfding tobesl ao::companying ratiOr\llles. The ten winnerswe: Robert Mathl'WS, Ludington, Michigan;Robert Holmberg, Sioux City. Iowa; LowellEspinosa, Ponliac, Michigan; Mathew Katzer,PilUburgh, Pa; lew's Gosnell, Jr., Greer. S.Carolina; Ron Heaney, Barstow, Ca.; RonaldKrebs, Livonia, Michigan; David Mattson, Minnea­polis, Minn.; William Wilfong, Jr., New Orleans,La.; Daniel Zwirbla, Waltham, Mass.; and StevenLowe, New Bedford, Mass. wins the randomdrawing 01 those who called our attention to theIlCt that Red had already lost the game - seeAH comment 10 Richard Gibenon's "Letter tothe Editor."

RATIONALE OF THE CONTEST J8TACTICAL MOVE ...

TACTICS 01 the situation called for more thanjust attrition. It was far better to go for aguaranteed capture of Red's capital than a ·possi·ble kill of two, maybe three units. The oneIllack, against Red's Paratroop unit, not onlyguaranteed its elimination lby selet:ting "Engage& Hold" at the 2·1 odds) but poS!ll!'5Sion of theenemy capital thereby precluding Red from tak·ing advantage of aU the benefits of possession ofhis capillli city. A fair number of contestantswere not thinking along these lines. And, instead,overlooked the tactical advantages of our move inlieu of a gamble on eliminating three of the lourremaining Red units. While attrition is nice,chances were against success of this tactic. In.deed, it would have required 1 to l's in everycase wilh no retreat routes blocked. Indeed, someleft their own capital city wide open to Redoccupancy in their bloodlusting stupidity ofpulling out both Special Forces units for anackpurposes. The worst that can happen to Blacknow in Red's turn is the loss of Elitegruppe-lO ina 1·2 attock by Red Armor thus saving thecapital. Getting back to Black's tactical options. aclose second would have been focusing 1 to l'sagainst both the Special Forces unit in themounlllin city and the Paratroop unit in thecapital city. But at 1 to 1, victory over eitherunits is not ~arilnteed nor is occupancy of thecities guaranteed, Thus, the most r.ltional "tad<would be the Engage & Hold 2 to 1. Eliminatingthe remaining three units would be just a mauerof time - a short time.

LITERARY KUDOS TO Steven Griffin, Still·water, Oklahoma for his award winning article,"Strategic Bombing the Key" which was votedfar and away the best article in the July·Augustissue. Others whose efforts merited gift certifi·CItes were, in order; Mr. anonyfTlOlJS for "OffenselIS, Defense;" Kevin Thompson, Whinier, Cal., lor"Hit Hard & Keep Driving~' Richard D. Thurs­ton, Spanaway, Washington, lor "Artillery atWaterloo~' and Geoff Burkman, Terrace Park.Ohio, for "Care & Feeding of Regiments."

MONOPOLY players h_ for many yearsindulged in the fad of marllhon games. By theirvery nature, AH games are marathon games, Sothe "lad" takes on a different direction. AHer'sare vieing to see who can construct the largestgame. Jon McClusky, 149 W. Orangewood Ave.,Anaheim, Cal. 92802 makes the claim of buildingone in his garage measuring 16' K 13' and stillgrowing. Time span 01 the game is 1939 to 1950.It has gotten so unwieldy that McClusky hasissued iI call for artistic and fillilncial help. , ,

THE GENERAL

. WARGAMING has become a part 01 lhecurriculum at the United Stites Air Force Acade­my, so states Michael Hanagan of Denver, AMilitary·Diplomatic·Economics game - POLIDOX- is part of the International Relations course atthe academy.

CUT PLAY TIME IN HALF for 1914 suggestsStephen Herchak, Charleston, S. Carolina. Inaddition to covering the uniu with tape assuggested in " former article, also cover themapboord with contact paper ltranspar~t ofCOYrsel and with a greasepencil, mark the de­stroyed fons and rail lines opened by work.crews. The time-eonsuming bit with the Mobiliza.tion Pads can be eliminated by creating screensfor the Mapboard. Using two Bismark·type play.ing boards, set up in this mann€W: place lhe lirstboard's joint at MM.J3; run or'le hall due souththe other hall along the border past Me12 and ~through Verdun. Take the second board andplace one end at GG·26 so it meets the firstboard, Run it dead through LUKembourg and oninto Holland, and with lhe other half of the5eeond board curve it northwest. In this fashionthe troops can be placed directly on the map.board leaving nothing open. including the Dutch.German border, to peering eyes.

THE MILITARY BOOK CLUB,GardenCity, N,Y.11530, is devoted to books of mililllry interest _land, sea, and air. It offers a selection and anumber of alternlte titles fourteen times a year,the member agreeing to take a minimum of onlyfour titles a year. The club price of each book isa discount of at least 30 per cent oil thepublisher's price. Some of the titles on offer orto be ollered are:

TRAFALGAR by David Howarth, WATERLOOby David Howarth, THE GERONIMO CAM.PAIGN by Odie B. Faulk, LINCOLN AND HISGENERALS by T. Harry Williams, IRON COF,FINS by Herbert A, Werner, THE TWO-0CEANWAY by Sal1'!uel Eliot Morison, THE LONGESTDAY by Cornelius Ryan, MARSHAL ZHUKOV'SGREATEST BATTLES. RICHTHOFEN by Wil·liam E. Burrows, THE UNITEO STATESMARINES IN WORLD WAR II edited by S.E,Smith, "THE WASHING OF THE SPEARS byDOllilld R. Morris, THE MIGHTY ENDEAVORby Charles B. MacOonald, THE CAMPAIGNS OFNAPOLEON by David Chandler, THE BLOODYRIVER by Martin Brumenson, INSIDE THETHIRD REICH by Albert Speer, THE BATTLEFOR NORTH AFRICA by John Strawson, WEL·L1NGTON AS MILITARY COMMANDER byMichael Glover, THE SUPREME COMMANOERby Stephen E. Ambrose, FIASCO by John DeanePOIlef', THE KOREAN WAR by Manhew B.Ridgway, THE WAR IN THE AIR edited byGavin Lyall. A short list of military classics is inpreparation.

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